• Can we fix harbingers?

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    deletethisD
    @melanol https://github.com/FAForever/fa/pull/4225
  • Improve Mercy quality of life - turn radius and fuel

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    veteranasheV
    I want to have a aoe and damage anything over time aspect as well as volatility. Think of the damage effect beging similar to a uef t1 bomber and if the mercy gets shot down it still does the damage wherever it lands at. You could still snipe acus but you need more. You could hit t1 armies and even they get shot down in progress it still might do damage. If it's headed to a acu or a t2 pgen and gets shot down it will probably miss.
  • T1 bombers are too good at hunting down expanding engineers

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    veteranasheV
    An aircraft just sitting there would be shot down easily that's probably why it's not standard behavior as a bomber is supposed to drop first and then it gets shot as it passes over while a gunship gets shot at the whole time.
  • Upcoming balance changes

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    D
    Thank you for this craptonn of work. amazing stuff so far Wanted to know, is this any way to ask AI to share a unit? Like a T2 engi for Cyb hive or sacu Also does it understand map pings?
  • The Problems With The UEF - Part 4 (The Ambassador & Blackbird)

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    FtXCommandoF
    Jamming on scouts and strats should just be a given tbh
  • Shouldn't T1 Torpedo Launchers have some advantage over T2?

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    N
    @maudlin27 said in Shouldn't T1 Torpedo Launchers have some advantage over T2?: T3 mobile arty is in no way comparable to a destroyer in terms of its role and functionality though. I think they are quite comparable, as a destro also needs support frigates or it will just be overrun. So the destros role is breaking the stalemate between two frigate forces, as you are able to attack from farther away. They also deal with subs, but they are kind irrelevant. If they were good torp launchers would also be more useful. So making the pd outrange the unit, that's supposed to break the stalemate, will create boring situations where people just stare at each other. @maudlin27 said in Shouldn't T1 Torpedo Launchers have some advantage over T2?: Giving +10 range to T2 torpedo launcher would mean 2 seconds extra firing against a destroyer (who move at a speed of 5), a less than 10% boost Assuming the destro rushes head on at the torp launcher, which would be suicide if your opponent has frigs nearby. So you are forced to stay out of range, and nobody can shoot. Or you would need an overwhelming force to break the position.
  • Loyalists can't compete with Titans.

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    archsimkatA
    Imagine you get vet on the loya after microing it heavily and then it... slows down?
  • Vetting Engineers

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    BrannouB
    Give increase build power or reclaim range to vetted engi so that even late game T1 engi can at least reclaim wrecks and wreck fields really fast
  • Naked-to-rambo SACU is the best offensive unit

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    ArranA
    If it applies to ACU's it could be balance in two ways. By buffing the vet bonuses because they take longer to earn. This would also reward "courageous" acu positioning, or very good acu control when unupgraded. Excluding ACU's from the change. This would be the most simple logical solution, but there might be technical issues with implementation.
  • Unupgraded UEF com survives tac snipe

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    FemboyF
    If you can somehow achieve a tac snipe (which is extremely hard), cant you send 1 t2 bomber / t1 bomber to just drop one bomb? 99% of the time most ACUs have taken damage so it really shouldnt be an issue
  • Targeting without altering movement orders

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    FtXCommandoF
    snipers, percies, labs Reality is that the game wasn’t balanced around units being able to target ACU at will and you would need to rework either a huge portion of maps, make 5x5 just not a map category anymore, buff ACU hp to a ridiculous level, or nerf damage on units/give armor to ACU, or some sort of combination of all of this which will then also cascade into having to probably rebalance the entire game from the bottom up.
  • Titan shield recharge after collapse OP.

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    T
    A post for clarification: The current status of the shield of the Titan is very much intended. Their strength is supposed to be speed and a shield that allows you to take short engagements, kill lower-tech units then kite away while not losing HP. This is by design and is supposed to reward good micro and using your units to their strengths. On the other hand, Harb is a hybrid between a raiding unit and a frontline tank. It has more HP, more DPS, and absolutely wrecks Titans mass for mass in a direct engagement. Both of these units have their strengths and weaknesses. You can't just take 2 stats and compare them to each other. You need to not only take into account the whole units but whole unit rosters (need to think how the "power budget" is distributed among the faction's unit roster. Eg. how strong Percy is, and how strong Snipers are). Even if unit A is a bit weaker than unit B perhaps the faction that has unit A also has unit C that is stronger than its counterpart. As long as units serve their specific purpose then there is no reason to make all units equally good.
  • Should we include the 2v2 and 4v4 TMM rank for tournaments?

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    Sladow-NoobS
    @tagada they had fun during the stream creating a tierlist with the players kekw
  • The Problems With The UEF - Part 5 (The Bulwark)

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    TurinturambarT
    I definetly agree with the idea of making game visuals more intuitive, as long as it doesn't affect balance. Just out of my head I see 2 possible effects your way of changing the shield bubble could have. Overspill: if I remember correctly how overspill works, and understand your idea correctly, the resulting shield would be smaller, therefore also reducing the area other shieldbats would take overspill damage in. This might be an issue due to the stranght of shieldboats. Interactions with air. From how I understand your idea, you move the centr of the shield upwards while reducing the shield radius. This might move the top of the shield higher (or lower the the reduction in the sheld radius is sufficiently large), which can change the interactions of shieldboats with air, making it easier/more difficicult to move an airunit inside the shield bubble to snipe the shieldboat. Therefore such a change might need some testing and adjustments.
  • The Problems With The UEF - Part 3 (The Parashield)

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    FtXCommandoF
    It was tackled. It’s called the pinned guidelines.
  • Chrono Dampener Rework

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    TheWeakieT
    @auriko said in Chrono Dampener Rework: As i've stated before, the upgrade is in a strange spot atm since it''s quite expansive, and comes up at a time (late T2 / early T3) where you really want your ACU to be safe and not on the frontline. can't be more wrong honestly So now that it's going to be weaker, i think it should also be less expansive, otherwise it will never be played : it will be too weak to handle t3 units, and barely strong enough to juggle a big t2 army, and it doesn't protect you from air snipes, why pick it over shield then ? Right now chrone is ultra dominant and super OP. Why do you think that the upcoming nerf will instantly make it worthless. If anything i'd say it might need another nerf because it will still be too strong, but that's up for later debate after we see the effects of the first one
  • Kennel and Hives

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    BrannouB
    Give sera ras and hive to both sera and aeon for balance Nice digging btw
  • The Problems With The UEF - Part 1 (ACU Bubble Shield Upgrade)

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    ComradeStrykerC
    @spikeynoob Its current iteration has 36K which is really effective - at sitting in the back of your base. Jokes aside - considering it should be used as a front-line upgrade, I'm thinking a bit more than the current personal shield upgrade (19K SHP)- probably around the 25-30K SHP mark. I would say more than the Aeon heavy personal shield which has (25K), but marginally more expensive than both of its upgrades combined. Again, though. It's hard to say without actually seeing how it would work in-game.
  • Why do subs have vision?

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    LunyshkoL
    I believe it would be intresting to buff submarines and erase their vision leaving only sonar
  • Gun splash upgrade

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    T
    Seraphim and Aeon tech somewhat mirriors each other. It's like the Aeon had a rough idea of what seraphim technology did and had to fill in the gaps. You can see this in their experimentals (Large flying unit with powerful energy weapon, tall robot with orb head and other weapon systems), commander upgrades (RAS-ARAS, two gun upgrades, more HP through shield/Nano) and building design (Salvation and Hovatham). That aside, if the gun splash were slightly more expensive than the standard seraphim gun upgrade, but had its damage lowered to closer match its cost, that sounds ideal to me. Of course, you'd have the problem of balancing the splash and total damage against units with paper armor like the aurora, but I think it would be a good start. More commander builds would open up, like how other factions forego the gun range upgrade and go for Tech2 for the additional HP.